24-System Combat (Current Notes)
Core Philosophy
Combat is not about HP damage.
Combat = applying pressure until the opponent can no longer meaningfully respond.
Primary pressure axes:
- Stamina (short-term endurance)
- Armor Integrity (long-term protection)
- Limb Status (functional capacity)
- Position (space and control)
Core Resolution
Roll System
- Roll skill dice
- Take top two dice + skill bonus
- Compare to DC
Outcome Tiers
Success
- Achieve intent
- Apply 1 Minor Consequence
Partial Critical (any max die)
- Apply:
- 2 Minor Consequences, OR
- 1 Minor + Weapon Property
Legendary (24+ or double max)
- Apply:
- 1 Major + Weapon Property, OR
- 2 Minor + 1 Major
Combat Structure
Step 1: Declare Intent
Attacks are not “damage rolls”, they are intent-driven actions:
- Harm (wounds / stamina)
- Position (movement / control)
- Control (limit opponent options)
- Tempo (initiative / flow)
- Read (information / pattern recognition)
Step 2: Apply Effects
On success, choose from consequence tables.
Minor Consequence Tracks
Each effect must map to one of:
Position
- Push target one step (Grapple → Melee → Separated)
- Reposition self (gain angle)
- Deny movement path
- Control engagement lane
Strain
- Stamina loss
- +1 Pressure next action
- Brief disorientation
- Force extra effort next action
Resource
- Armor integrity -1
- Stress weapon or gear
- Create weak point (fictional)
Exposure
- Reveal weakness or intent
- Make target predictable
- Open line of attack
Objective
- Advance toward tactical goal
- Reduce enemy escape options
- Force enemy to react
Weapon Properties (Trigger Condition)
Weapon properties trigger ONLY on:
- Partial Critical
- Legendary
Examples:
- Precision → Bleed (stamina loss ignoring armor)
- Chopping → extra armor damage
- Crushing → reduce mitigation
Tags
Tags do NOT unlock mechanics.
Tags grant:
- +1 Leverage die (can stack if double-tagged)
Effect:
- Higher chance of success
- Higher chance of partial crit
- Better positioning outcomes
Leverage & Pressure
Leverage
- Adds bonus die (step progression: d4 → d6 → d8 → d10 → d12)
Pressure
- Increases DC (+1 to +3)
Positioning Model (No Grid)
Range States
- Grapple → touching
- Melee → adjacent
- Separated → beyond reach
Movement
Movement occurs via effects, not distance.
Each Position effect = 1 “range step” or board shift
Directional Push Rule
When pushing:
- Draw line attacker → target
- Target moves within 90° wedge away
- Move 1 step (or more if multiple effects)
If blocked:
- Stop early
- Gain Strain or lose Position
Facing (Minimal System)
No constant facing tracking.
Default:
- Characters are aware of all threats
Facing matters ONLY when earned.
Advantaged Position
Gained via Position effects.
Effects:
- Gain leverage die on next action OR
- Target suffers +1 Pressure vs you
Lost when:
- Target reorients
- Engagement changes
Terrain Rules
Walls
- Cannot be pushed further back
- Cannot be flanked
- +1 Pressure
Corners
- +2 Pressure
- Severe movement restriction
General Terrain Examples
- Tables → block / cover / obstacle
- Slippery ground → +Pressure or prone
- Elevation → harder uphill, stronger downhill push
- Hazards (pit, fire) → Objective pressure
Multi-Opponent Rule
Engagement pressure:
- 1 opponent → normal
- 2 opponents → +1 Pressure
- 3+ opponents → +2 Pressure, limited options
Combat Flow (Summary)
- Declare intent
- Roll
- Apply:
- Success → 1 Minor
- Partial → 2 Minor OR 1 + weapon
- Legendary → Major effects
- Update board state (movement, tokens, positioning)
Board Representation
- No grid required
- Use minis + terrain
- Use tokens to track:
- Strain (fatigue)
- Exposure
- Armor damage
- Position control
Design Principles
- Pressure > Damage
- Position > Distance
- Outcomes > Modifiers
- Tags = consistency, not power
- Board = state visualization
Key Insight
You did not remove HP. You replaced it with a multi-axis collapse system.
Combat ends when:
- Stamina collapses
- Position collapses
- Limb function collapses
- Opponent cannot respond effectively
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